@JadeEyePanda @Eric Chadwick I've no problem creating maps like normal, AO etc. What I want is how to create the diffuse map in photoshop (I mean how do i start it). Well, after UVing the low poly version and after I bake out the normal map for the low poly version, I take it to photoshop. I've the UV of the low poly…
@ultramedia: I ran into that while sculpting. I usually set the crotch lower, too. Also, it's a good idea to not have the thighs be shorter than the calves, I think. :) I've set up a second version of her with no shading at all (diffuse only) to help me with previewing my textures. I've been wondering: Is there an easy way…
Generally you're either going to go with a cubemap or a spheremap. Usually a cubemap for realtime stuff. Tricks for importing cubemap images can help quality, such as making sure you 'clamp' the image (so it doesn't repeat) and either disabling mip-maps entirely or at least setting the mip maps to bordered mip maps (so…
BTW i did that, and even closed the tab then opened it when i saw that post. As for your art... i take it that you want to be a character artists? At this point i don't see anything that wows me. You REALLY need to work on your diffuse texturing skills. All i see on your models are flat colors with overlays of rot. Make…
Sounds interesting. Please do get back to me if you come up with something nice. Regarding this method it does not use multiple normals maps. From what I can tell the extra cost compared to not using it is one extra diffuse light calculation and one float3 lerp. What you essentially do is calculate light for diffuse light…
So I have made some changes to the scene and kinda feel I'm getting there. I went back and redid the walls from scratch now with a more drayed clay/mud like structure (seen those in a bunch of photos from areas around the world but mostly in the middle east area) I also added a hint of vegetation and some rubble beneath…
It's really easy to bake a colour map in Blender. 1. For BI - apply a standard material to your high poly with the colour ID value as diffuse colour (of course you can use multiple materials per object) - bake "texture" from your high to low poly 2. For Cycle - apply a material to your high poly with either diffuse, gloss…
No, the RTT is different. But actually now I remembering, there are serious issues with alpha in the baker(discussed a few times here in the technical talk), so probably what you are linking works a lot better. Here is how I would do: I would place a camera where I want, and then simply render out passes with different…
Lack of time to implement/maintain the feature mostly. Also the fact that conversion from metal/rough to spec/gloss is feasible. We will bring back the spec/gloss shader in a future update. 100% accurate conversion from metal/rough to spec/gloss is possible. The opposite conversion is not always possible however, but the…
Nearly all PBR systems use IBL. There is no such thing as a "dielectric metal", those two properties are mutually exclusive. Raw metals are never dialectic or insulators. It's important to remember that you're representing the top layer of a material. So a metal with that is coated with plastic/rubber, painted, or oxidized…